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House ruling toward simplicity
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<blockquote data-quote="Rod Staffwand" data-source="post: 7624712" data-attributes="member: 6776279"><p>Ah, yes. I neglected to mention that play is focused on levels 1-11, with a practical limit being more around level 7. Trained skill users in prime stats keep pace over this range, while others will slowly fall behind.</p><p></p><p>I'm fine with this since I don't like to coddle higher-level characters (and their players). They have more class features, magic items, party synergies, player knowledge of the campaign and the world, and a host of other advantages over their lower-level brethren. A simple "I roll my skill at it!" may overcome challenges early in the campaign as everyone is learning the ropes, but gradually the training wheels come off and players need to put more effort in to succeed.</p><p></p><p>On the other hand, with the way the campaign is structured, players are not obligated to choose quests and goals on par with their experience levels. They can opt for lower-level (easier, less dangerous) challenges that will bestow lesser rewards or risk higher-level quests for better loot and xp.</p><p></p><p>At the same time, high-level content is rarer than lower-level content. There's always a goblin band to wipe out but there's only so many liches threatening the kingdom, to use an extreme example. This helps with verisimilitude in the campaign, which is nice, but it also has the benefit of motivating the players to seek out adventure worthy of their PCs' capabilities. That makes them active initiators of their own heroics, which is always to be encouraged, IMO.</p></blockquote><p></p>
[QUOTE="Rod Staffwand, post: 7624712, member: 6776279"] Ah, yes. I neglected to mention that play is focused on levels 1-11, with a practical limit being more around level 7. Trained skill users in prime stats keep pace over this range, while others will slowly fall behind. I'm fine with this since I don't like to coddle higher-level characters (and their players). They have more class features, magic items, party synergies, player knowledge of the campaign and the world, and a host of other advantages over their lower-level brethren. A simple "I roll my skill at it!" may overcome challenges early in the campaign as everyone is learning the ropes, but gradually the training wheels come off and players need to put more effort in to succeed. On the other hand, with the way the campaign is structured, players are not obligated to choose quests and goals on par with their experience levels. They can opt for lower-level (easier, less dangerous) challenges that will bestow lesser rewards or risk higher-level quests for better loot and xp. At the same time, high-level content is rarer than lower-level content. There's always a goblin band to wipe out but there's only so many liches threatening the kingdom, to use an extreme example. This helps with verisimilitude in the campaign, which is nice, but it also has the benefit of motivating the players to seek out adventure worthy of their PCs' capabilities. That makes them active initiators of their own heroics, which is always to be encouraged, IMO. [/QUOTE]
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